Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Zera on April 30, 2010, 04:49:22 pm

Title: The Legend of Zelda
Post by: Zera on April 30, 2010, 04:49:22 pm
I had a few ideas for an enhanced remake of the original Legend of Zelda on 15 MHz calculators. Maybe "remake" is not the appropriate word, so much as a rendition, or watered-down port with a few enhancements.

The plot and flow of gameplay will be slightly different. As opposed to Princess Zelda separating the Triforce of Wisdom into 8 sections and dividing them across several dungeons, Link's task is to find each whole piece of the Triforce in order to break the seal on Princess Zelda's prison within Ganon's Citadel. This doesn't necessarily limit the game to three dungeons - there will be dungeons where important items are guarded by bosses. It it necessary to procure these items so Link can reach other sections of Hyrule and ultimately uncover the Triforce. Some dungeons will also have seals that require to specific Triforce pieces to be in your inventory.

I've cut down on the number of items present in the game. It's rounded down to four equippable items, (Link may only equip a single item at a time) four "quest" items - or items that have passive effects - and of course Link's tunic and shield. The complete inventory is:

Wooden Sword (L1) - inflicts 1 point of damage against enemies; some enemies are immune to this sword
Magical Sword (L2) - inflicts 2 points of damage against enemies
Wooden Shield (L1) - blocks very few projectile attacks (but cannot be eaten by a Like-Like)
Magical Shield (L2) - blocks most projectile attacks (but can be eaten by a Like-Like)
Hylian Tunic (L1) - does nothing (it's simply your default tunic)
Hero's Clothes (L2) - halves all damage inflicted against Link
Magical Bow - fires arrows that allow Link to penetrate some enemy defenses (each arrow subtracts 1 rupee)
Bombs - can damage multiple, adjacent enemies, or destroy weak objects; (walls, blocks, etc.) Link's initial bomb capacity is 8, but it is possible to purchase an upgrade to 16
Switch-Hook - when fired at an object, Link switches places with it; (this is effective against enemies or movable pots) stuns enemies that are too heavy to switch places with Link; will grab objects such as keys or rupees and add them to Link's inventory, as opposed to switching places with them
Giant's Ring - allows Link to push certain types of blocks
Fire Arrow - allows arrows to light torches
Flippers - allows Link to swim in watery areas
Water of Life - when Link loses all hearts, this will automatically restore 3 of them (and then vanishes from his inventory)

(http://img709.imageshack.us/img709/3434/image9s.png)

I haven't designed any maps yet. Since the sprites will be 16x16, I was thinking of doing 8x8 map tiles. Each of the boundaries around each action screen could be composed of 8x8 sprites that only show halves of trees and mountains, which should help prevent any given screen from becoming too cramped with large objects. Tiles within the boundaries would still make 16x16 px objects. Each action screen would only be 96x64 pixels.

Link's status is also a bit different. I thought only 8 total hearts would be sufficient. (3 to boot) There may be more than 5 Heart Containers to be found, and I say this for two reasons: 1.) Games like Metroid did this with Energy Tanks, in case the player did not discover them all; and 2.) There will occasionally be situations where you will lose a Heart Container. (i.e., the "Leave your money or leave your life" choice in some rooms)
Title: Re: The Legend of Zelda
Post by: _player1537 on April 30, 2010, 05:22:47 pm
will this be in ASM or basic/basic+libs or axe or what?  Either way, looks good can't wait to try out betas and such
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 05:27:53 pm
I would say ASM. Anything else would be too restrictive on resolutions and memory.
Title: Re: The Legend of Zelda
Post by: _player1537 on April 30, 2010, 05:29:30 pm
kk, and what do the "(L1)"/"(L2)" things mean?
Title: Re: The Legend of Zelda
Post by: meishe91 on April 30, 2010, 05:41:18 pm
Possibly what lists are keeping track? I don't know.

This looks really cool and sounds like a great idea! Can't wait to see what comes out of this :)
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 05:53:40 pm
kk, and what do the "(L1)"/"(L2)" things mean?


Level. This is fairly common in some Zelda games, where items have multiple levels. i.e., a L2 sword is better than an L1 sword.

I've redone the quest screen a bit:

(http://img687.imageshack.us/img687/678/image9ok.png)

The very bottom row is your status HUD, which is displayed both on this screen, and while exploring. I wanted to keep the height at 8 px so it doesn't intrude too much on the action screen.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on April 30, 2010, 06:45:46 pm
wow looks awesome! A grayscale Zelda would be nice ^^

Some alternative to Spencer's Zelda (altoguh his Zelda looks friggin awesome and is very fast)
Title: Re: The Legend of Zelda
Post by: meishe91 on April 30, 2010, 06:51:57 pm
kk, and what do the "(L1)"/"(L2)" things mean?


Level. This is fairly common in some Zelda games, where items have multiple levels. i.e., a L2 sword is better than an L1 sword.

I've redone the quest screen a bit:

(http://img687.imageshack.us/img687/678/image9ok.png)

The very bottom row is your status HUD, which is displayed both on this screen, and while exploring. I wanted to keep the height at 8 px so it doesn't intrude too much on the action screen.

Oh ok, ya now that you say that it makes sense what L1 and L2 are. The screen shot looks awesome. How are you going to stack arrows past nine though? It just doesn't look like there is enough room for two numbers.

What is Spencer's Zelda?
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 07:23:12 pm
You don't have arrows. I elaborated on this in my original post. Arrows use rupees - like in the original Zelda. Bombs are the only item with a quantity.

EDIT: Don't mind me if my responses seem short-hand. I'm friggin' tired today. My brain can't seem to function at all. I've been without my protein drinks too long. :(

I'm going to try to get some real mock-ups of the action screens soon.

EDIT 2: Oh - and I should note this will probably use the same tilemapper as the old LL1, because of the way screens transitioned in that game. It will save a bit of time, since the code is already there.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on April 30, 2010, 07:34:20 pm
Spencer's Zelda was from Revsoft. However RS is down now so I only got old screenshots from 2005-2007:

(http://www.omnimaga.org/images/screenshots/ptiani2_147.gif) (http://www.omnimaga.org/images/screenshots/zeldaanim2.gif) (http://www.omnimaga.org/images/screenshots/zeldabunny.gif) (http://www.omnimaga.org/images/screenshots/zeldamap4.gif) (http://www.omnimaga.org/images/screenshots/zeldaspencer3.gif) (http://www.omnimaga.org/images/screenshots/zeldatown2.gif)

The project was not dead I think because he posted updates in late 2009 and was working on a map editor later.
Title: Re: The Legend of Zelda
Post by: Geekboy1011 on April 30, 2010, 07:35:11 pm
uhuh so that one is noting the swords level right ?
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 07:36:27 pm
uhuh so that one is noting the swords level right ?


Right. Now that you mention it, though, I can see where it might be confusing. I might think about moving it down, like how the rest of the items have it positioned. That, and I may move the bow away from the sword so it doesn't cause any confusion.

EDIT: Here is an updated version, with a second inventory full of upgraded items for further comparison:

(http://img249.imageshack.us/img249/6420/image9b.png)

(http://img696.imageshack.us/img696/3665/image9ab.png)
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on April 30, 2010, 08:00:12 pm
oooh great! :D
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 09:47:33 pm
I was working on ideas for a logo, but I'm not really sure about this...

(http://img132.imageshack.us/img132/1300/image6gk.png)

It's probably a bit too modern for something that's based on Zelda 1. I may revisit some other ideas.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on April 30, 2010, 09:49:33 pm
mhmm I like it, but I think it might be a bit too big. I think that based on the Z height, the logo should only be 50% of the screen height
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 09:54:39 pm
It's not possible to have sufficient detail at a smaller resolution, though. Once you go smaller, you start to lose details such as the white daggers inside of the Z. It was actually pretty difficult to get it to that small of a resolution without too much bleeding.

I figured this was going to be more of a title card logo, like how the GBA games handle the title. Pressing a button would then take you to the character screen where you would see the traditional-style character-selection.
Title: Re: The Legend of Zelda
Post by: _player1537 on April 30, 2010, 10:07:05 pm
I like the logo, good job
Title: Re: The Legend of Zelda
Post by: tifreak on April 30, 2010, 10:13:59 pm
logo looks nice.

someone had recreated the original title, to some degree before: http://www.ticalc.org/archives/files/fileinfo/4/439.html

Makes me want to break that game out and do some playing.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on April 30, 2010, 10:21:28 pm
(wow I didn't knew ticalc.org split the non 83+ directories too, awesome.)

I remember that game. It was not that great since it didnt have Zelda-like battles but still ok for the year it was released
Title: Re: The Legend of Zelda
Post by: Zera on April 30, 2010, 11:07:28 pm
Hmm. I'm open to suggestions on how to handle the map designs. I was looking over some of the sprites I wanted to use (from BS Zelda) and I'm thinking boss events, especially, are going to look really crammed. What I was thinking of doing was having each room consist of four blocks. (or action screens) This might look sort of like the GB Zelda games, but without any smooth-scrolling. (you would only see one block on the screen at a time, and transition to the next block when moving out of the screen boundary) For boss events, this means the boss would need to be on the same screen as you at all times. If you walked over to another screen, the boss obviously wouldn't be active. So, when you consider that Ganon, for example, is probably going to be a big 32x32 sprite, there isn't much room for you or him to move around on a single screen.

I suppose I could forgo the whole block design and have smooth-scrolling and room-by-room transitions. Eh... I really don't want to have to go that route.
Title: Re: The Legend of Zelda
Post by: meishe91 on May 01, 2010, 12:04:50 am
Well if it was even possible you could not have smooth scrolling until you encountered a boss, then it would kick in, then when you exit the room it stops again. If that makes any sense.
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on May 01, 2010, 08:17:31 am
Hmm. I'm open to suggestions on how to handle the map designs. I was looking over some of the sprites I wanted to use (from BS Zelda) and I'm thinking boss events, especially, are going to look really crammed. What I was thinking of doing was having each room consist of four blocks. (or action screens) This might look sort of like the GB Zelda games, but without any smooth-scrolling. (you would only see one block on the screen at a time, and transition to the next block when moving out of the screen boundary) For boss events, this means the boss would need to be on the same screen as you at all times. If you walked over to another screen, the boss obviously wouldn't be active. So, when you consider that Ganon, for example, is probably going to be a big 32x32 sprite, there isn't much room for you or him to move around on a single screen.

I suppose I could forgo the whole block design and have smooth-scrolling and room-by-room transitions. Eh... I really don't want to have to go that route.
I guess it really depends on how similar you want to keep the game to the original.
If you stay true to the original you have less room to work with per screen, and I'd say you would have to use 8x8 graphics. In this case you could have a 64x64 screen with a nice 32x64 HUD on the side. On the other hand, if you style it more like the gameboy games you could use 16x16 graphics and have variable sized screens and smooth scrolling. Just my opinion anyway.
Title: Re: The Legend of Zelda
Post by: Galandros on May 01, 2010, 09:29:20 am
Very good design as always. You could be a excellent game designer in the future. Meanwhile it is great to see your share work for others to do.

I like the start screen as it is. For me it has the right side. Smaller would loose too many detail. The problem here is the calculator low resolution...
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on May 01, 2010, 11:27:59 am
by blocks do you mean like maps made of 16x64 tiles? I think this might be a bit overkill on memory/space x.x
Title: Re: The Legend of Zelda
Post by: Zera on May 01, 2010, 12:01:13 pm
by blocks do you mean like maps made of 16x64 tiles? I think this might be a bit overkill on memory/space x.x

16x64? I'm a little confused by how you worded that. I had a response in mind, but it might not relate to the question you were asking.

The idea was that action screens (or "blocks," you could say) would be 96x64 sections. Only a section is displayed at a time, while you are exploring it. When you move out of its boundary, you do the Zelda-style transition to the next section.

Of course, it's a pretty limited amount of space to confine the player to. I figured that using some 8x8 tiles around the boundaries would help keep the area kind of open, but it's still somewhat cramped. This is mainly going to be a problem during boss events, since bosses are so... big.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on May 01, 2010, 12:04:21 pm
oooh I see now, I was confused at what you meant by blocks. It sounded like you meant that each screen tilesets would be divided in 4 tiles (which would most likely mean 16x64 tiles, since the LCD can hold 4). I think maybe the room to room transition could work. However, maybe it would be best to have maps be 16x16 with scrolling, and when reaching the ends, it does the old skool scrolling. Zelda ALLTP worked a bit like this in the way when walking around it scrolled, then at one point it stopped and the zelda transition was done
Title: Re: The Legend of Zelda
Post by: Zera on May 01, 2010, 03:06:34 pm
Oh. What you're describing is something that the original Zelda actually did. It stored sections of tiles in long columns. When you designed (or hacked) a map, you had to arrange them according to the available columns. Dungeons were even more restrictive, because the entire rooms were predefined. You could only edit rooms by selecting a different pattern that was available in memory. (although, I think it's possible to hack those patterns to create custom rooms)
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on May 01, 2010, 04:20:23 pm
Oooh I see, weird I didn't knew the original did that.
Title: Re: The Legend of Zelda
Post by: willrandship on May 02, 2010, 02:39:20 pm
Didn't most nes games do that to save space? I know metroid did, and Mario (not sure about 2 and 3, but 1 did) It made corrupted rooms fun to play in too.
Title: Re: The Legend of Zelda
Post by: Zera on May 02, 2010, 06:55:52 pm
Yeah. It was basically to save space. I believe the original programming environment was much less restrictive, and compression tools were used to organize tiles into certain sets and rooms as the game was compiled.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on May 03, 2010, 04:29:13 am
interesting x.x

I can't imagine how I could work with that on calc, though x.x

altough Illusiat 1, 2, 3, 4 and 8 rooms were formed in a rather funky way too.
Title: Re: The Legend of Zelda
Post by: Zera on June 25, 2010, 11:01:40 am
Despite a lack of updates, I am actively working on this.

(http://img690.imageshack.us/img690/2412/20100625105206.png)

I have decided to use less "classical" approach to the rooms. Maps will be divided into rooms, but rooms will expanse areas larger than a single screen. (without the need to transition from screen to screen)
Title: Re: The Legend of Zelda
Post by: mapar007 on June 25, 2010, 12:23:15 pm
Awesomeness sensor going crazy!


I'm a tloz fan, of course. That's great, zera! (Spencer gets competition, there)
Title: Re: The Legend of Zelda
Post by: ztrumpet on June 25, 2010, 05:06:42 pm
That's neat.  This will make a great project! ;D
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on June 25, 2010, 06:37:49 pm
wow looks nice :D

It would be nice if someone could work on such project. :D
Title: Re: The Legend of Zelda
Post by: Zera on June 28, 2010, 10:56:19 am
I was thinking about downcoding it to monochrome, as perhaps it could be done in BASIC + xLib, Axe, or whatever else.

(http://img714.imageshack.us/img714/4489/20100628095621.png)

Just considering my options, assuming anyone might volunteer to do the coding part. I don't know if anyone would be interested if it's 4-level grayscale, and thus likely not doable in anything but ASM.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on June 28, 2010, 11:08:14 am
The grayscale one could be done in Axe, providing that there is no smooth scrolling. However, I kinda like the look of the monochrome one too. If one person wants to make this in BASIC+xLIB/Celtic/DCS or if one person wants a very fast-paced game. He might be best going with the monochrome one.

Nice job on designing this :)
Title: Re: The Legend of Zelda
Post by: Hot_Dog on June 28, 2010, 11:13:03 am
Awesome job so far!
Title: Re: The Legend of Zelda
Post by: Zera on June 28, 2010, 11:18:35 am
Well, there would need to be smooth-scrolling. I'm planning to do each area in 16x16 blocks. While you're exploring a block, the tiles underfoot would smoothly scroll around.

Would it be possible to do this in Axe if there were only one gray?
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on June 28, 2010, 11:35:49 am
I'm not too sure. The issue is that even in ASM, when scrolling, the grayscale looks horrible, due to the crappy quality of the 83+/84+ LCD. Because of this you need to make sure the framerate of anything that runs in grayscale is not too high (maybe between 8 and 15 FPS). Usually in Axe or ASM, you do this by refreshing the grayscale very often between each frame. However, if a game is complex, that doesn't give you as much time to refresh. You would probably need to make the game so it only works on the SE/84+ calcs, not 83+. The issue, though, is that grayscale in Axe needs to run in 6 MHz mode.

With only one gray, I think it wouldn't look as bad, though, when scrolling.
Title: Re: The Legend of Zelda
Post by: FinaleTI on June 28, 2010, 03:13:52 pm
To kinda show what DJ said, see attached. Smooth-scrolling 4 level grey in Axe would be very flickery when not in an aligned position (horizontally). Smooth-scrolling in 3 level is definitely more feasible and could possibly work for this project.
In the screen shot in case you can't tell prgmTILEMAP3 is 3-level grey and prgmTILEMAP2 is 4-level grey.
Title: Re: The Legend of Zelda
Post by: mapar007 on June 28, 2010, 03:15:48 pm
I'd like to do the (ASM grayscale) coding for you, Zera, but I very probably won't have much time to spare this summer.

(+ my required 'knowledge update' on 4-level grayscale. I know how it works, but I've never implemented it, so speed-wise I'd run into trouble after a while)
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on June 28, 2010, 07:47:29 pm
I think the grayscale version looks excellent. However, I don't think this converted to balck and white very well.
Title: Re: The Legend of Zelda
Post by: Zera on June 28, 2010, 08:16:12 pm
Yeah. I would probably want to stick to grayscale. Even one gray would probably be fine.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on June 28, 2010, 11:09:38 pm
if scrolling was tile by tile (every 8 pixels), it would most likely look pretty good even in 4 lv. One issue is that when tiles are not aligned on the screen horizontally, they take longer to display.
Title: Re: The Legend of Zelda
Post by: Zera on July 03, 2010, 09:40:16 am
Update: I've mostly decided to scrap this project. (that is, whatever current assets and story I have) I was recently thinking of some new ideas, and I'm really interested in doing something closer to the GB Zelda series. I'm trying to pitch some of these ideas to Spencer, as he doesn't have a general plot outline for his Zelda code yet. Hopefully, we can collaborate on some of these ideas.

The story centers around the land of Labrus, where an apprentice sorcerer uncovers an artifact known as Lyceum's Mirror, which has the power to reproduce anything it reflects. Anything reproduced in this manner will be opposite in nature. (i.e., good people become evil, or vice-versa) Using the mirror, the sorcerer creates a dark version of Labrus, and throws the elements out of balance, causing most of Labrus to become submerged in water.

Link is summoned to the land of Labrus where he must venture through four elemental sanctuaries and restore balance to the land. Each time he clears a sanctuary, another region of Labrus surfaces, allowing him to explore more territory. Eventually, he can make his way to the sorcerer's tower.

Some ideas for puzzle elements, so far, would center around three things: The massive regions of water, the switch-hook and the fairy harp. Aside from normal water, there are also directional currents and whirlpools. The directional currents will push Link away, or sweep him toward an undesired direction. To overcome this, he needs the fairy harp, the "Eulogy of Winds" song and a wind crest to play the song at. (there are various crests scattered all over the world) This will reverse the flow of the currents, allowing him to be carried to new areas. Whirlpools are just impossible to navigate, and will always obstruct Link's path.

The other harp songs are the Hero's Etude and the Dreamer's Ballad. When Link stands on a dream crest and plays the harp, the Dreamer's Ballad will cause all on-screen enemies to fall asleep. This is useful in puzzles involving armos who normally move in the way of Link's path to obstruct his exit to a different screen. The other song, the Hero's Etude, is the default song played when using the harp. No crest is required. If in a dungeon, it transports Link back to the beginning; if outside, to a central hub (in a forest) that acts as a detour to any previously visited area.

The switch-hook is one of Link's various tools. It works sort of like the hookshot, but instead of pulling Link toward an object, he switches places with it. Rather than having access to a Roc's Feather, or any sort of jumping ability at all, Link has to navigate pitfalls with his switch-hook alone. This can get rather complicated, as he may only have a single object to repetitively use to carry him across a series of pitfalls. There will also be times when he needs to switch places with an object in order to weigh down a switch. Smaller objects, such as keys and rupees, will simply be pulled toward Link.
Title: Re: The Legend of Zelda
Post by: mapar007 on July 03, 2010, 10:10:59 am
That is awesome. Seriously. It's original and yet it preserves the Zelda spirit.

The switch hook is like in Oracle of Ages, right?
Title: Re: The Legend of Zelda
Post by: Zera on July 03, 2010, 10:37:25 am
The switch hook is like in Oracle of Ages, right?

Right.
Title: Re: The Legend of Zelda
Post by: ztrumpet on July 03, 2010, 10:44:22 am
Awesome!  this story + Spencer's game will be great!  Nice job Zera. ;D
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 03, 2010, 02:49:32 pm
I like this idea, especially the switch hook idea. Too bad the other project is scrapped, though :(. It would be nice to see someone use the former idea and/or graphics in  another project too
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 04, 2010, 12:06:32 am
Are you going to release the current project's assets? I really love the graphic style. It reminds me of a down-scaled version of A Link to the Past (from the little i saw). This would probably be the direction I'd take graphically if I were to work on a Zelda game.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 04, 2010, 12:24:17 am
if I were to work on a Zelda game.
/me changes "if I were" to "since I am gonna" ;D
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 04, 2010, 12:54:20 am
if I were to work on a Zelda game.
/me changes "if I were" to "since I am gonna" ;D
Who knows?  ;)
Title: Re: The Legend of Zelda
Post by: Zera on July 04, 2010, 09:50:27 am
Are you going to release the current project's assets? I really love the graphic style. It reminds me of a down-scaled version of A Link to the Past (from the little i saw). This would probably be the direction I'd take graphically if I were to work on a Zelda game.

I didn't finish downcoding many assets. I really just used the tileset from the BS Zelda remake for SNES.
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 04, 2010, 10:36:07 am
Ah ok. Thanks for the info/ images. I've never heard of this particular game before, but the graphics do appear similar (although less detailed) to a link to the past.
*Edit* Actually... looking at it further, this looks like a graphic update to the original NES game. O_o
*Edit 2*After searching a bit, it seems that's exactly what this is. Gotta love wikipedia! Too bad it was brodcast only via sattelite addon for the SNES. It would have been interesting to play a variation of the original with enhanced graphics./me is going to do some more searching later...
Title: Re: The Legend of Zelda
Post by: Zera on July 04, 2010, 11:55:42 am
BS Zelda was mostly a remake of Zelda 1, with some radical revisions to the map layouts. The game was downloaded in a series of sections, and each section only allowed you to do so much at a time. You can find hacks that compile all the sections and roll them into a single game, though. IMO, it's really not that fun. Kind of a wasted potential on Nintendo's part. The sprite and tile detail is pretty cool, though.

Also - I wanted to show something...

(http://img713.imageshack.us/img713/5872/sdfsdfi.png)

These are the various harp crests I was thinking about. At some point, you would procure a Fairy Harp, and various songs to play on it. Rather than picking which song to play, this is chosen automatically when you stand on one of the respective crests and use the harp. The first crest is the Dream Crest. If you know the Dreamer's Ballad, then this is what is automatically played there. The ballad puts all enemies to sleep. The second is the Wind Crest. If you know the Eulogy of Winds, then that tune is automatically played. The eulogy reverses the direction of water currents. The last crest is the Light Crest. Rather than playing a song here, this just indicates the location Link appears at if he uses the harp while *not* standing on a crest. (Hero's Etude) He's transported to the Light Crest.
Title: Re: The Legend of Zelda
Post by: Builderboy on July 04, 2010, 04:11:26 pm
Thats excellent!  Your spriting skill is unmatched ^^ And all the songs are awesome and remind me of wind waker/ocarina of time type gameplay :) Keep up the awesome work!
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 04, 2010, 07:03:14 pm
very nice looking :D
Title: Re: The Legend of Zelda
Post by: ztrumpet on July 06, 2010, 12:26:37 pm
That looks nice!  Great job. :)
Title: Re: The Legend of Zelda
Post by: Zera on July 07, 2010, 12:37:46 pm
(http://img14.imageshack.us/img14/717/image9ca.png)

I've been working on some new ideas. Revisiting the whole grayscale thing again. The image has 4-level objects and 3-level sprites. (although, the icons in the status HUD are 4-level)

Found a very detailed Link sprite made by someone called "KOH." It seems to be based off of the GB Link design somewhat, but with enough detail to actually see his tunic.

I may scrape the key display from the HUD, extend the rupee max to 255 and add two more heart containers.
Title: Re: The Legend of Zelda
Post by: ztrumpet on July 07, 2010, 12:45:01 pm
Wow, nice work Potassium Hydroxide (whoever you are)! ;D
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 07, 2010, 12:51:56 pm
Very nice looking! For some reasons, I cannot fee Link's feet too much, though
Title: Re: The Legend of Zelda
Post by: Magic Banana on July 07, 2010, 07:57:38 pm
Well, if you do use 255 (I didn't feel like making a 2 and 5 :P), then you will only be able to add 1 extra heart container. Well, unless you really feel like smashing some numbers together, but it might not look so well.

And DJ is right, the feet do look a little strange. Maybe if you were to take a row of pixels from the top of his hat and move them to his feet it might look a little better. If I have the time, I can try a mockup of link with this, but I have class soon so I dunno.
Title: Re: The Legend of Zelda
Post by: Zera on July 07, 2010, 08:19:23 pm
I decided to keep the rupee count the same, but change the font (to something that aligns on a 4 px grid) and display bombs instead of keys. Arrows use rupees, so there's no need for an additional arrow display. Now, all your ammunition is on the HUD. Keys require you to open your menu.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 07, 2010, 08:27:23 pm
looks pretty nice. I kinda like magic banana fonts since you can superpose them , altough I think it might be better with the smaller ones to fit more stuff, like in Zera screenshot.
Title: Re: The Legend of Zelda
Post by: Zera on July 07, 2010, 08:33:18 pm
The problem with the font I had is that it's special-cased. It wasn't going to align to any kind of grid, and would require extra code.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 07, 2010, 08:38:41 pm
true. The way I look at it it seems to require a sprite mask. This means twice more sprite data.
Title: Re: The Legend of Zelda
Post by: Magic Banana on July 07, 2010, 08:43:34 pm
Yeah, I understand what you mean. You might be able to get some custom 4x6 or 4x7 numbers in there by shifting the icons a bit, but anything bigger would end up like getting mashed like the old font and make it hard to grid.

The arrows as rupees is a nice idea too. :)
Title: Re: The Legend of Zelda
Post by: Zera on July 09, 2010, 08:28:34 pm
(http://img25.imageshack.us/img25/9687/image6vi.png)

Working on a lot of tiles at the moment. This path is intentionally narrow, as it only leads into a dungeon. Normally, you're going to have much more room in each screen.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 09, 2010, 08:35:42 pm
O.O nice! Wow when done, make sure to make a tile/spritesheet of this o.o
Title: Re: The Legend of Zelda
Post by: apcalc on July 09, 2010, 08:51:03 pm
That looks nice!
Title: Re: The Legend of Zelda
Post by: Zera on July 09, 2010, 09:01:35 pm
I'll be sure to post the completed tileset and spriteset. Maybe they can be re-used for other games.

On another note: I'm debating on how to handle something...

Basically, I want to use a 16x16 grid for the tileset. Since I have that 8 px high HUD at the bottom, this offsets the whole map grid by 8 px. 16x16 tiles won't evenly fit to each screen. I could implement the map tiles as 8x8, but that would be really tedious on me. (imagine putting together trees, and other large objects, 8 px at a time!)

One way I can sidestep this problem is by moving the HUD to the side of the screen - that is, a 16 x 64 display. I could fit some additional items to it, but it would be on the side. I worry it might seem awkward.
Title: Re: The Legend of Zelda
Post by: calcdude84se on July 09, 2010, 09:04:57 pm
That looks fine to me, and it makes the screen less rectangular and closer to a 3:4 aspect ratio (actually, it's too square at 4:5 :P)
But then again, I've never played TLoZ (I do want to though), so I don't know how radical a change this is.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 09, 2010, 09:18:44 pm
Somehow I like that HUD better o.o
Title: Re: The Legend of Zelda
Post by: Zera on July 09, 2010, 09:19:54 pm
Zelda games normally have a HUD at the top of the screen. The GB Zelda games stored it at the bottom. It's a bit unusual to have it on the side. On the other hand, this side-HUD is really efficient for me to use. I may stick with it, and try to revision it so that it looks less unusual.

I was working on some ideas for the inventory, using the side-HUD idea. This is fairly incomplete, but gives a basic idea of where things would go. The left side would display usable items, while the right side would display static quest items.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 09, 2010, 09:28:20 pm
We have to keep in mind that this is a calculator with a very small resolution and not 4:3, so I think people wouldn't mind if it wasn't at the top or bottom in a calc Zelda clone.

Nice menu by the way :)
Title: Re: The Legend of Zelda
Post by: Zera on July 09, 2010, 10:27:23 pm
So, uh... townspeople are going to have some tiny housing. :P

I can make some houses two-screens long, but this is going to be your one-room, average home.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 09, 2010, 10:36:33 pm
Wow tiny indeed. I think we could make them larger and scroll, though. Of course we could design a Zelda game that occurs in a world where houses are pretty small, though.
Title: Re: The Legend of Zelda
Post by: calc84maniac on July 09, 2010, 11:14:02 pm
The houses have always been small on the outside :D
Title: Re: The Legend of Zelda
Post by: Iambian on July 09, 2010, 11:16:18 pm
Those houses are good. The screenshots look amazing. Keep up the great work!

This is Iambian, and I approve this message.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 10, 2010, 12:27:21 am
It seems like it would fit quite well.
Title: Re: The Legend of Zelda
Post by: Builderboy on July 10, 2010, 02:22:46 am
Lol that is a small but awesome house ^^ and the side bar HUD looks really nice :) even if it's a change from tradition I think it fits really well.  Oh and epic job as usual on the spritework!  Never fails to amaze ^^
Title: Re: The Legend of Zelda
Post by: Zera on July 10, 2010, 03:48:43 am
Well, here we go...

This is the land of Labrus. (more appropriately, the overworld section) It's a mere 6x6 screens, but a couple of warps lead off into sub-worlds. (such as the Zora's Domain) Of course, you also have to factor in dungeons... 6x6 is the max limit on map sizes. A mini-map detailing exit points and current location is always available on your inventory screen. Sections that haven't been visited yet will be indicated in gray.

A few notes: The black arrows indicate the direction of currents. These push Link in that direction. (the black arrows wouldn't actually appear in-game) The whirlpools are portals to Zora's Domain. The Triforce symbol, or Hero's Crest, unlocks various things when Link uses his harp in these areas. The one in the forest is simply a default warp point, where Link is transported, any time he plays the Hero's Etude. The two heart pieces are 2/4 available in the game, allowing the player to make a single, optional heart container.
Title: Re: The Legend of Zelda
Post by: Madskillz on July 10, 2010, 11:45:27 am
Wow a ton of detail...I'm impressed. So are you working on this game then, or are these just mock ups for a potential game. Either way it is great and I hope you continue making more!
Title: Re: The Legend of Zelda
Post by: Zera on July 10, 2010, 11:48:32 am
Just mock-ups, currently. I'm not going to throw the tiles into a map editor until I decide how to go about representing certain events and objects. (e.g., movable blocks) Since there's so much to interact with, it's hard to represent this in editors like CalcGS. In the meantime, an image can at least represent where all these events and objects are located.

New mock-up. Working on ideas for how large bosses are going to appear within a single screen.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 10, 2010, 02:46:21 pm
Wow really nice. So much details. Nice job :)
Title: Re: The Legend of Zelda
Post by: apcalc on July 10, 2010, 04:46:59 pm
That looks very nice!  Great job with them! :)
Title: Re: The Legend of Zelda
Post by: Zera on July 10, 2010, 05:53:04 pm
As for location names... I ordered these according to X,Y co-ordinates, represented as 1-6 / A-F. Hopefully, I didn't make any mistakes.

Knol Cemetery - 1a, 1b, 2a, 3a
Dark Castle Tola (Level 5) - 4a
Tola Village - 3b, 4b, 5b, 6a
Entrance to Goro Valley - 6a, 6b
Deepwood Passage - 1c, 2c
Entrance to Earthshrine Temple (Level 1) - 3c
Deepwood Forest - 4c, 1d, 3d, 4d, 1e, 2e, 3e
Lake Tola - 5c, 6c, 5d
Great Fairy's Pond - 2d
Deluga Swamp - 4e, 2f, 3f, 4f
Oasis - 5e, 6e, 5f, 6f
Entrance to Zora's Domain - 1f, 6d

I also enclosed the mini-map that appears in your inventory screen.
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 11, 2010, 02:27:31 am
Personally I prefer a minimalistic HUD like the first one you were using. With such small screen size I think its best if you are able to utilize more of the screen space. You could even drop it to just displaying hearts in my opinion, and add some transparency. That way, you get to utilize the whole screen. The mockups look good, I just don't want it to feel cramped. You'd have more space if you were to use 8X8, but then you'd loose detail. Another thought is that you could design the screens to be scrollable and eventually transition when you reach a certain point in order to give the illusion of more space. Just some thoughts.
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 03:12:20 am
I have to stick with the side-HUD, since maps are presently designed around it. Trying to work around the original HUD is just too difficult. I liked the idea as well, but I'm also not patient enough to painstakingly break the map tiles into 8x8 pieces and assemble 32x32 objects from them.

Some areas, such as Zora's Domain, are going to be a little more spacey, given the lack of holy-crap-so-many-random-objects having to be present in a 6x6 map grid. The tileset is more dedicated here, and areas are more straightforward.

I've enclosed the first-half of Zora's Domain to show some progress. The other two overworlds will benefit from some additional roominess, as well, since they'll have fairly dedicated tilesets.
Title: Re: The Legend of Zelda
Post by: Magic Banana on July 11, 2010, 03:16:19 am
Wow, didn't realize that all the tiles used a 4 color palette while the sprites all use 3. Looks like they are converting to grayscale very nicely as well. Just wondering, is there any particular reason you left the enemies/rupees in color or is that just a quick mockup of where they might be in-game?

Anyways, the map looks great!  :D

Personally I prefer a minimalistic HUD like the first one you were using. With such small screen size I think its best if you are able to utilize more of the screen space. You could even drop it to just displaying hearts in my opinion, and add some transparency. That way, you get to utilize the whole screen. The mockups look good, I just don't want it to feel cramped. You'd have more space if you were to use 8X8, but then you'd loose detail. Another thought is that you could design the screens to be scrollable and eventually transition when you reach a certain point in order to give the illusion of more space. Just some thoughts.
IIRC, there was another Zelda game which displayed just the hearts in the minimalistic style you are talking about. Perhaps he could keep them on the right, but make the background transparent? Then again, if he did that he would have to change the maps to accommodate that. Hmm ...

EDIT:Nevermind, looks like he's keeping the style he's got now.
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 03:29:29 am
The rupee colors represent quantity. Red is a single rupee, which is the only quantity that can be dropped by enemies or objects, and blue is five rupees, which is only received while diving. Chests can contain 20 rupees.

The enemies are in color to distinguish them from NPCs. Some NPCs are ambiguous, and could pass as monsters. (see the moblin standing in the Deepword Forest, who sells Link a shield; he's friendly) This helps clarify the difference between them. The color also helps to avoid these objects blending with the map, itself. (and thus, the possibility of me accidentally overlooking them later)

I actually did consider a transparent HUD, but it wouldn't work. Since this is grayscale, and there's no real palette that can be swapped around, pretty much any attempt at a transparent HUD would just blend-in with the background. I've even tried creating an outline around HUD objects to help them stick-out, but the details are always too messy. Ironically, that probably works out better in monochrome. Spencer's Zelda has a transparent heart display that's fairly easy to discern from background objects.

Despite the quirkiness of having a side-HUD, I'm actually starting to like it. :P I'm mostly looking at it from a perspective of efficiency. Now I can fit Link's secondary item on the screen; so the player always knows what they currently have equipped.
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 11, 2010, 03:55:46 am
I have to stick with the side-HUD, since maps are presently designed around it. Trying to work around the original HUD is just too difficult. I liked the idea as well, but I'm also not patient enough to painstakingly break the map tiles into 8x8 pieces and assemble 32x32 objects from them.

Wow, didn't realize that all the tiles used a 4 color palette while the sprites all use 3. Looks like they are converting to grayscale very nicely as well. Just wondering, is there any particular reason you left the enemies/rupees in color or is that just a quick mockup of where they might be in-game?

Anyways, the map looks great!  :D

Personally I prefer a minimalistic HUD like the first one you were using. With such small screen size I think its best if you are able to utilize more of the screen space. You could even drop it to just displaying hearts in my opinion, and add some transparency. That way, you get to utilize the whole screen. The mockups look good, I just don't want it to feel cramped. You'd have more space if you were to use 8X8, but then you'd loose detail. Another thought is that you could design the screens to be scrollable and eventually transition when you reach a certain point in order to give the illusion of more space. Just some thoughts.
IIRC, there was another Zelda game which displayed just the hearts in the minimalistic style you are talking about. Perhaps he could keep them on the right, but make the background transparent? Then again, if he did that he would have to change the maps to accommodate that. Hmm ...

EDIT:Nevermind, looks like he's keeping the style he's got now.
Transparency was what I was suggesting, and it would not be necessary to break the tiles up if that was the route you decided to take. This is what Spencer's Zelda does (although his is black and white). I don't know how transparency works in either setting, so that would be something one of our ASMers might be able to answer.
Anyway, all that said... The Zora's domain overworld that you posted does look much roomier.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 12:48:56 pm
Transparency would be nice, altough I wonder if it would be a little slow. My guess is that it wouldn't be that bad, but I only tested by drawing 4 transparent sprites. Each masked sprites involves drawing two sprites and twice more sprite data for them. If the hearts are all aligned on the 8 pixels columns, then speed improves, though.
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 01:10:09 pm
Currently, the way I (or Iambian, rather) handle transparency in my games is similar to how NES reserves one channel for masking. In this case, dark gray is always the mask; so sprites only consist of black and white, and light gray. Any dark gray in the sprite is just something that outlines the areas that need to be read as transparent. No need to draw duplicate sprites for masking. It was also decided that avoiding dark grays helps sprites stand-out from their environment. The sprites would appear somewhat brighter than BG objects.

As I mentioned, I already looked into the transparent HUD idea, but didn't get good results. The only way to really distinguish the hearts from the BG is to draw a white outline; but then that makes the hearts appear really awkward in the case of grayscale. I would also have to make them substantially smaller to fit them within an 8x8 space. This is why I decided on the reserved space for the HUD in the first place.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 02:43:02 pm
Aaah I see.

Btw looks pretty nice. One thing, though: you aren't using the right shades of gray to represent an idea of how it would look like on the real calc. Normally here is how it should be for calcs:
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 03:16:18 pm
It's fairly easy to distinguish on some models, but less so on others. I just don't think it would work out. Plus, I already have a portion of the maps designed around the current HUD. I can't change it now without completely redesigning these maps.

I've finished Zora's Domain. Haven't added all the events yet, but this is the gist of the map layout.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 03:26:15 pm
Oooh I see. I guess it may be best to keep the vertical one then. Plus those maps must have required a lot of work. They are really great :D
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 04:29:58 pm
Wow. I am clumsy. I used the wrong grid resolution in the previous Zora map, so there was an extra 2 columns of map area. I had to cut it out and do some editing. Here's the new map. (now with events)

Also - a synopsis of game events:

 - Speak to the Great Fairy and receive Fairy Dust.

 - Use Fairy Dust to remove the tree blocking Level-1.

 - Defeat the Giant Octorok and obtain a Heart Container.

 - Get bombs from the last room of Level-1.

 - Blast the blocks outside of Level-1 to gain entry to Knol Cemetery.

 - Play Hero's Etude on the Hero's Crest in front of the last tombstone to reveal a warp to Zora's Domain.

 - Defeat Clawgrip and obtain a Heart Container.

 - Get Flippers from the last room of Level-2.

 - Swim to the cave in Zora's Domain where Eulogy of Winds is procured.

 - Play Eulogy of Winds near Lake Tola to reach the entrance to Goro Valley.

 - Play Hero's Etude on Hero's Crest to reveal a warp to Goro Valley.

 - Defeat Gleeock and obtain a Heart Container.

 - Get the Giant's Ring from last room of Level-3.

 - Use the Giant's Ring to move the statue blocking the path to Mt. Goro Summit.

 - Play Hero's Etude on the Hero's Crest to reveal a warp to the Sea of Clouds.

 - Get the Switch-Hook from Level-4.

 - Defeat Eyesoar and obtain a Heart Container.

 - Procure the Dreamer's Ballad from the ruins outside of Level-4 by using the Switch-Hook to clear the pitfall.

 - Return to Labrus and play the Hero's Etude in front of Dark Castle Tola to open the gate blocking Level-5. (note that this crest will only respond if the player has all three songs)

 - Play the Dreamer's Ballad to prevent the armos from obstructing Link's path to Lazra.

 - Get the Firewheel Rod from Level-5.

 - Use the Firewheel Rod to clear the ice that obstructs Link's path.

 - Defeat Shadow Link and Lazra.

This just details all the primary obstructions that prevent Link from progressing beyond a certain point, and how the sequence is fulfilled.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 04:53:18 pm
Interesting, will there be more enemies on the overworld? (and pieces of heart?)
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 05:00:56 pm
Interesting, will there be more enemies on the overworld? (and pieces of heart?)

There's one Piece of Heart per world. In Labrus, the first Piece of Heart is behind a block near Deepwood Pass. In Zora's Domain, the second Piece of Heart is obtained by using the upper-right whirlpool (from Labrus) to reach a path in the domain which leads to the Oasis in Labrus. (it's a bit complicated to explain this route, because you require so many items to reach it) I haven't designed the other two maps yet, so I haven't places the other two Pieces of Heart there.

I may try to fit more enemies in Zora's Domain, since there aren't many. On the other hand, I may have more opportunities to scatter larger quantities of enemies around the other two overworlds.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 05:08:32 pm
Oooh I see, thanks for the info ^^
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 08:16:15 pm
I decided to restructure some things with how the map responds to the use of Link's harp. Rather than three crests, there are now five. Each corresponds to different songs, events and effects.

(http://img228.imageshack.us/img228/7728/herov.png) The Hero's Crest mostly indicates the point Link is warped to whenever he plays the harp while standing on one of the overworlds. He will be transported to the Hero's Crest in that specific overworld. These crests are usually within the center of each world, allowing Link to quickly access each area.

Secondly, the Hero's Crest in front of Castle Tola breaks the seal on the castle's gate, assuming Link has empowered his harp with all three songs available in the game.

(http://img40.imageshack.us/img40/3176/windxy.png) The Wind Crest appears near currents of water. If Link has learned the Eulogy of Winds song, he can play his harp on this crest to reverse the flow of these currents.

(http://img196.imageshack.us/img196/2686/dreamit.png) The Dream Crest allows Link to play the Dreamer's Ballad, if he has learned it. This ballad puts all on-screen enemies to sleep.

(http://img85.imageshack.us/img85/1011/zora.png) Zora's Crest is directly linked to and from Zora's Domain. If Link plays the harp here, regardless of how many songs he's mastered, he will be taken through a bi-directional portal.

(http://img210.imageshack.us/img210/7403/goro.png) Goro's Crest is directly linked to and from Goro Valley. If Link plays the harp here, regardless of how many songs he's mastered, he will be taken through a bi-directional portal.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 08:26:11 pm
They look nice. btw, when using the harp, will we need to play the song ourselves (memorizing the melody) like in Ocarina of Time? That said, if the game lacked music, it might be harder to perform and seems more like remembering sequences of buttons rather than a melody, though. That said, it would be fun if we could play them (altough idk how hard to code it would be) since we could add easter eggs like if we play a rickroll :P
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 08:28:38 pm
The reason I used crests is to bypass the whole ordeal with memorizing songs. Basically, you just step on a crest and use the harp. The song is automatically played, depending on the crest you're standing on. (so you only play Eulogy of Winds, for instance, if you're standing on a Wind Crest)

There's nothing else to really distinguish the melodies. Regardless of what you play, the animation looks the same.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 08:46:01 pm
Aaah ok ^^. Will it say which melody you are playing? Or will just show the animation?
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 08:52:46 pm
It will just show the animation. (since it's implied which melody you're playing, depending on the crest you're standing on)

I think I'll have a message that indicates the harp is ineffective when you try to play it on a crest you haven't learned the respective song for. Maybe the message can hint that a different song is required.

Kaepora Gaebora (the owl that gives Link advice and tips in many games) makes a frequent appearance in the game, so he'll often inform you about the function of these crests the first time you step onto a screen where one appears.

Also - something totally random...

(http://img17.imageshack.us/img17/5678/kaeporaorly.png)

 :P
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 09:01:12 pm
Yeah I meant more for non-visual people who might totally forget the name of the songs x.x

And lol at the pic
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 11, 2010, 09:03:15 pm
Currently, the way I (or Iambian, rather) handle transparency in my games is similar to how NES reserves one channel for masking. In this case, dark gray is always the mask; so sprites only consist of black and white, and light gray. Any dark gray in the sprite is just something that outlines the areas that need to be read as transparent. No need to draw duplicate sprites for masking. It was also decided that avoiding dark grays helps sprites stand-out from their environment. The sprites would appear somewhat brighter than BG objects.

As I mentioned, I already looked into the transparent HUD idea, but didn't get good results. The only way to really distinguish the hearts from the BG is to draw a white outline; but then that makes the hearts appear really awkward in the case of grayscale. I would also have to make them substantially smaller to fit them within an 8x8 space. This is why I decided on the reserved space for the HUD in the first place.
It's fairly easy to distinguish on some models, but less so on others. I just don't think it would work out. Plus, I already have a portion of the maps designed around the current HUD. I can't change it now without completely redesigning these maps.

I've finished Zora's Domain. Haven't added all the events yet, but this is the gist of the map layout.
Ah, ok that's intersting. Looks good to me, but I can understand why you would decided to go with a side HUD instead.
It's nice to see that this is progressing so quickly. :)
Title: Re: The Legend of Zelda
Post by: Zera on July 11, 2010, 10:24:13 pm
I'm going to upload and regularly maintain a current version of the four realms, as the designs progress. (I'm removing the previous map images, as they'll always be outdated)

Full map is now completed.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 11, 2010, 10:30:57 pm
wow that will be larger than expected! Awesome so far :)

Those maps will be worth the few dozen of KB they'll take
Title: Re: The Legend of Zelda
Post by: Builderboy on July 12, 2010, 01:41:37 am
This just keeps reminding me of Ti-Boy, in that it looks like a gameboy game!  Hella epic job Zera!
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 03:17:03 am
Map updated in previous post. Mt. Goro finished.

I want to note that, if this project is successful and people actually enjoy it, I definitely plan to create a follow-up using the same assets and engine. (generally, a major re-arrangement of maps)
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 12, 2010, 03:25:18 am
darn, really awesome. One thing, though: I would wait to see when November will arrive, though, because late Summer tend to be rather inactive around here in terms of projects, and October is almost as bad, so it may take a while before someone takes on this project.

In the future, maybe it will be possible in Axe, though. It would require reading from archive, most likely (since there would be around 30-50 KB of map data.
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 12, 2010, 07:31:39 am
This is looking really nice. Initially I was worried that the game might be really small, but the four sub areas are proving to have quite alot of area to cover. :D Zelda has always attracted alot of attention, and I'm glad that you're interested in doing a follow up as well. Keep up the great work!
Title: Re: The Legend of Zelda
Post by: matthias1992 on July 12, 2010, 11:01:49 am
fantastic job! I can't wait to see a first alpha release heading this way
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 05:48:22 pm
Updated map. The full overworld is now completed.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 12, 2010, 05:55:46 pm
wow I love that new part o.o

Btw how many maps do you think the entire game will have? Even if just an approximate number (example, the equivalent of 3 other maps of that size). It might give me an idea of how large the final game data might be for maps
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 06:01:14 pm
wow I love that new part o.o

Btw how many maps do you think the entire game will have? Even if just an approximate number (example, the equivalent of 3 other maps of that size). It might give me an idea of how large the final game data might be for maps

Well, the max map grid is 6x6 screens. This applies to dungeons as well as overworlds. Dungeons might be roughly 3/4 of the size of overworlds. (some might be substantially smaller) There are five total dungeons.

The only other maps are caves / passages and indoor areas. These may be so small that they could all fit on a single map grid.

Overall estimate: 10 maps. 4 overworlds, 5 dungeons, and one map to encompass all indoor / cavernous areas.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 12, 2010, 06:44:46 pm
Aaah ok. I guess 23 ish KB of data for maps then. I have to wonder if such project wouldn't be possible in Axe if Quigibo manages to add reading from archive. The only concern I have is the code that boss fights would take. Even at 16 KB executable code (excluding the data) it might still a bit hard to fit everything in.
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 08:00:24 pm
I didn't know the game would be feasible in Axe as it is. I really don't know much about Axe overall, though. By the time I get all the assets together, maybe we can get a better idea of memory requirements. I know the tileset is going to be pretty big.

I've been working on a file-select menu, but nothing definite yet. There's not a whole lot of room to work with, so I'm trying to find something that's both efficient and aesthetic.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 12, 2010, 08:09:47 pm
The only danger of attempting this in Axe is if every boss got hard-coded patterns. If the way they attack and stuff can be put as data that a program read like Touhou shoot-em-up style games does, then it might be easy to achieve. AI, however, is very hard to code in any language.

Also very nice file select screen :D
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 09:37:24 pm
Latest mock-up. I decided to cut the 16x16 item icons out and replace them with 8x16 icons. There was just no way all of it would fit on the inventory screen. I also figured I would allow the player to assign items to two different buttons, being any two items of their choice. (just like the GB Zelda games)
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 10:36:13 pm
Sorry for the double-post. I need to request some help with graphics.

The item icons that appear in the inventory system are 8x16 px. (see above mock-up) I'm having trouble finding suitable sprites in other Zelda games, or designing my own. I would like to request some help with this. Here are the details:

 - 4-level grayscale. You can use all the detail you want.

 - The items need to be designed in such a way that the pixels do not directly connect to one another when the items are placed side-by-side. For instance: The sword and the switch-hook items in the above mock-up don't have connecting pixels. All items need to follow similar considerations.

 - The items are: Wooden sword, Noble Sword, (upgraded sword) wooden shield, iron shield, (upgraded shield) bombs, bow and arrow together, (or just a bow... or maybe just an arrow) bag of fairy dust, magical rod, a harp, a pair of flippers, a glove, a tunic, a potion and the switch-hook. (displayed above) Mainly, I could really use a harp icon. I don't have one at all. I don't have a tunic, for that matter.

Here are the icons I have so far.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 12, 2010, 10:46:46 pm
the current ones look very nice. Sadly I can't help much ATM, though. If you ask in the pixel art sub-forum your request migth get more attention towards our other pixel artists, too.
Title: Re: The Legend of Zelda
Post by: Zera on July 12, 2010, 10:54:57 pm
Forgot about that. Thanks for the suggestion.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 12, 2010, 11:03:17 pm
no problem ^^
Title: Re: The Legend of Zelda
Post by: shmibs on July 13, 2010, 01:09:08 am
i dont have a lot of time atm, so i only did three(and they could do with some improvement) but for what they're worth here are a noble sword, iron shield, and harp
(http://i833.photobucket.com/albums/zz254/shmibs/th_lozquicksprites.jpg?t=1278997680)
Title: Re: The Legend of Zelda
Post by: Zera on July 13, 2010, 02:27:09 am
I like these very much. Very detailed, and a good use of grayscale.

Magic Banana did a great tunic in this thread (http://ourl.ca/6345.new#new), as well.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 13, 2010, 02:36:57 am
Wow nice sprites!
Title: Re: The Legend of Zelda
Post by: Zera on July 13, 2010, 03:01:01 am
I did a little bit of editing / re-touching to make the sprites look closer to the style used by other items. This is what I have in the inventory so far.

Ignore the ocarina. That isn't supposed to be there. :P
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 13, 2010, 07:23:38 am
Pretty sweet looking :D

Nice job :D

I never thought about the usage of non-square tiles before for menu stuff :D
Title: Re: The Legend of Zelda
Post by: Zera on July 13, 2010, 06:30:31 pm
I turn to Omnimaga for help once again. This time, I'm trying to think of an inventory layout that's going to be efficient and all-encompassing. The general layout needs to include: Usable items, (items that are manually selected; like the sword and shield) quest items, (items that have a more passive role) a game map and possibly indicators for number of current keys, dungeon maps and compasses. (I have not drawn a compass, nor a map; but keys are there)

The usable item group includes:

 - Either sword. Only one is shown, and the procurement of the upgraded sword replaces the old sword.

 - Either shield. Same as the sword - the old shield is replaced when upgraded.

 - Bombs. (quantity is already represented in HUD)

 - Fairy Bow. (arrow quantity is tied-in with rupee count)

 - Fairy Dust. (no quantity / infinite use) This item is later replaced by the Firewheel Rod.

 - Fairy Harp.

 - Switch-Hook.

So, this means there are 7 such items in this section of the menu, at most.

The quest items are:

 - Flippers.

 - Giant's Glove.

 - Tunic.

 - Magic Elixir.

So, the section of quest items need to encompass four item slots.

Lastly, there needs to be a section that will fit a 6x6 map. The map in the mock-up shows the highest resolution map available. Within this area, there should be a display for number of current keys, as well as an indicator for a dungeon map and compass. (merely to indicate that the player has collected these items for a particular dungeon) It would also be nice to have a text label of the map. (e.g., Labrus, Level-1, Level-2, etc.)
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 13, 2010, 06:42:39 pm
Nice so far, I prefer the second one, by the way.
Title: Re: The Legend of Zelda
Post by: Zera on July 13, 2010, 08:49:18 pm
I was playing around with the inventory some more, and here's one potential layout I've come up with.
Title: Re: The Legend of Zelda
Post by: FinaleTI on July 13, 2010, 08:52:06 pm
Looks epic!
Title: Re: The Legend of Zelda
Post by: Zera on July 13, 2010, 09:29:21 pm
(http://a.imageshack.us/img6/9084/animation2mo.gif)

Working on an idea for descriptor text. This is just a rough mock-up - it wouldn't actually move at that speed, or style. I would aim for text that scrolls all the way across, and then loops. (like in the Oracle games)

If you did not have an item highlighted, you would only see the menu border in that area.

Let me also say that I am really aiming for something flexible, here. If I find a coder, maybe the game can be coded in such a way to allow modifications to its assets. (map layouts, events, text, etc.) This could be used to allow other community members to produce their own Zelda games using assets provided here. We could also include dummied items for potential future games; such as the Roc's Feather, Ocarina, et al. (none of which will have a function in this game, but their code will no less be there for future games)

I think this could be a great community project, overall.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 13, 2010, 10:09:52 pm
Text scrolling around seems like a cool idea actually. Just make sure to not use way too many different fonts, though, for the game, else it will take a whole lot of sprite data.

Btw looks pretty nice. Great layout!
Title: Re: The Legend of Zelda
Post by: Magic Banana on July 14, 2010, 01:50:43 am
Hmm, I like it, although I'm thinking that if you put the name of the item on the top and have the description at the bottom then it will be a little less cluttered for the description.

Nice layout btw.
Title: Re: The Legend of Zelda
Post by: Zera on July 14, 2010, 04:58:58 am
Here's the latest mock-up. I edited in a decent compass / map icon.

I may stick with this. I kind of like the generic brick look. :-[
Title: Re: The Legend of Zelda
Post by: Zera on July 14, 2010, 03:49:57 pm
I'm making a pass at dungeons now. This is a working idea for level 1. Frankly, it is ridiculously difficult to design dungeon rooms in the alloted space. Practically no room for puzzles, no room for bosses, no room for more than a couple of enemies at a time, etc. I tried to improvise as much as I could.

This is only the first floor. There is a lower floor that represents the boss room. That's the biggest nightmare. The boss takes up 32x32 px, and it or Link will barely have enough room to breathe.

I'm pretty stressed after trying to mess with this. I can't emphasize how much time I've spent just trying to improvise solutions to the design. I would certainly be open to suggestions; but they have to work within current limitations.
Title: Re: The Legend of Zelda
Post by: tloz128 on July 14, 2010, 05:45:43 pm
I'm liking the way this is turning out! :D
As for the bosses, maybe you could make them smaller to save space (Dodongos are small) or have scrolling in the boss rooms (though I don't know how hard it would be to implement that)
Title: Re: The Legend of Zelda
Post by: Zera on July 14, 2010, 07:20:54 pm
Boss are 32x32 at the most. A couple are 16x16. (which is a relief to work with)

The only problem is how I've planned things, versus what I'm capable of. For instance: The first boss is a giant octorok. It can't be giant if its sprite is only 16x16 px. :P

Now I'm tempted to throw out that octorok and do a 16x16 dodongo, like you said.
Title: Re: The Legend of Zelda
Post by: Zera on July 14, 2010, 09:23:43 pm
We have a major problem here. CalcGS has reached critical mass, and will not allow me to import any additional tiles. (it refuses to go beyond 191) These maps have well over 250 tiles. I cannot continue until I understand memory constraints a little better. The project, as it currently stands, is likely too robust to be developed at all.

It looks like I set my ambitions too high this time. I will need to reboot the entire project from scratch, bearing in mind stricter limitations on the quantity of assets I can use.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 18, 2010, 11:20:16 pm
Mhmm, I doubt the calc limits the amount of tiles at 191. 191 16x16 4 lv gs sprites are like 12224 bytes large total (You can fit like 256 in one Flash page, if I am right, since a flash page got 16384 bytes and each sprite takes 64 bytes of RAM). You can It seems more like a CalcGS limitation to me :/

Is there any alternative to CalcGS? CalcGS is like 10 years old.

EDIT: WOW Nice dungeon layout! I sure hope this won't get cancelled. I would like to see someone put this into code.
Title: Re: The Legend of Zelda
Post by: meishe91 on July 18, 2010, 11:34:48 pm
I'm sorry to hear about the limitation, what ever may be causing it. I hope things get worked out though :) The layout looks awesome!
Title: Re: The Legend of Zelda
Post by: TIfanx1999 on July 19, 2010, 02:18:38 am
I'd agree with DJ, this sounds like a Calc GS issue to me. I'm not sure what to suggest as an alternative. Could you break the project into seprate Calc GS files(I've never used it so I am unsure how it is setup)? As far as dungeon space feeling cramped the only thing I can suggest (which would require reworking) is the same I did before. Allow scrolling and ditch the side HUD.
Title: Re: The Legend of Zelda
Post by: Zera on July 19, 2010, 02:51:47 am
I can't separate the maps into different tilesets, as they each reference a pretty good number of tiles shared between all maps.

Perhaps if there were a more suitable program out there. CalcGS has too many limitations, and bugs. I can't get some features to work at all. I've searched for alternatives, but insofar, there appears to be none.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on July 19, 2010, 03:00:49 am
True, I get errors when opening some chipsets in Windows 7 64 bit. You could maybe ask for help in the help section, preferably the ASM section, as the format you need for sprites being edited is hex or binary (preferably hex, though, so it's easier if someone decides to use Axe Parser for such project). You could also maybe ask on Revsoft, if your account there is still active, as I believe some other people still lurk there, waiting to answer questions.
Title: Re: The Legend of Zelda
Post by: Ikkerens on October 14, 2010, 01:31:26 pm
/me gets a minority complex.
My own zelda projects got blown away :/
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on October 14, 2010, 05:30:27 pm
Well this one is not really coded. There are just some maps and the tiles, as well as storyline. No coding have been done. Also I would like to see a nice 8x8 sprites Zelda come out, because while 16x16 looks nice, I also like to have a good view range when walking around
Title: Re: The Legend of Zelda
Post by: Yeong on October 15, 2010, 07:25:31 am
It looks cool.
I like GB/GBC kind of Zelda game!
I'm looking foward to it.
Title: Re: The Legend of Zelda
Post by: Magic Banana on October 15, 2010, 08:05:48 am
Well this one is not really coded. There are just some maps and the tiles, as well as storyline. No coding have been done. Also I would like to see a nice 8x8 sprites Zelda come out, because while 16x16 looks nice, I also like to have a good view range when walking around
Yeah, I would like to see some as well, and with the tileset finished, it's just a matter of coding it (well, there are still more sprites to do as well, but I'm taking a little break. :P)
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on October 15, 2010, 12:06:00 pm
I assume it also goes with story elements he posted. Unfortunately, though, I think Zera means those projects to be done exactly as he describes them, so if you changed stuff, maybe he may not appreciate. I am talking from what I've seen with E:SoR whenever Iambian tried to drift away from what Zera wanted.
Title: Re: The Legend of Zelda
Post by: Ikkerens on October 15, 2010, 12:13:21 pm
Well, after my exams il continue working on my zelda "clone".
I have about 4-5 LCD's (best way to clarify in my eyes) of map now, currently im working on a masked sprite subroutine.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on October 15, 2010, 12:19:37 pm
You mean 4-5 screens of map?

I hope you have more free time  to work on your game after exams :D

About the masked sprite routine, I wonder if masking is slow in Axe?
Title: Re: The Legend of Zelda
Post by: Ikkerens on October 15, 2010, 01:22:23 pm
The speed decrease so far is unnoticable, il share it when its functional.
In total,this is what I do.
Output a black shade which has the same shape as link using Pt-On(.
Output it again, this time using Pt-Change.
Do the same for the backbuffer.
Then draw the sprites using Pt-On( (also on the backbuffer)
Title: Re: The Legend of Zelda
Post by: FinaleTI on October 15, 2010, 01:36:12 pm
Don't you mean Pt-On()? Cuz Pt-Off() would just erase the area around the sprite and negate the mask completely.
Title: Re: The Legend of Zelda
Post by: Ikkerens on October 15, 2010, 01:42:55 pm
Fixed, got confused :)
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on October 15, 2010, 02:24:26 pm
The speed decrease so far is unnoticable, il share it when its functional.
In total,this is what I do.
Output a black shade which has the same shape as link using Pt-On(.
Output it again, this time using Pt-Change.
Do the same for the backbuffer.
Then draw the sprites using Pt-On( (also on the backbuffer)
Ah nice. Another idea someone posted before (I think it's Builderboy) is to store your sprite data inverted but store the black mask normally. Then you OR the screen with the mask (with Pt-On()) and you do the same with the sprite. That way, you draw one less sprite, increasing speed slightly. I use this technique in Supersonic Ball for the ball.
Title: Re: The Legend of Zelda
Post by: Ikkerens on October 15, 2010, 02:33:13 pm
Good idea! Il use that!
No wait... EXAMS! Must NOT get distracted.
Title: Re: The Legend of Zelda
Post by: DJ Omnimaga on October 15, 2010, 02:33:58 pm
True I would focus on exams first, lol :P

As long as you finish the game while you are not busy with school and important life stuff ;D
Title: Re: The Legend of Zelda
Post by: SirCmpwn on October 15, 2010, 02:52:09 pm
I'm really looking forward to this game, it will be glorious.
Title: Re: The Legend of Zelda
Post by: ztrumpet on October 15, 2010, 03:47:27 pm
I'm really looking forward to this game, it will be glorious.
Me too.  Good luck on it. :)